












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 33 / 92% |
Size | small |
Lifes / Deaths | Killed by ultimate shivgoroth at level 7 on the 9th Mirth 122nd year of Ascendancy at 07:51 / 2Killed by elder vampire at level 33 on the 72nd Dusk 123rd year of Ascendancy at 00:34 |
Primary Stats
Strength | 24 (base 13) |
Dexterity | 79 (base 60) |
Constitution | 28 (base 22) |
Magic | 18 (base 10) |
Willpower | 24 (base 10) |
Cunning | 92 (base 60) |
Resources
Life | -208/754 |
Stamina | 154/241 |
Healing Factor | 1.2756298990387 |
Regeneration | 46.150694667025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 48.121379661325 |
See Invisible | 54.121379661325 |
Offense: Mainhand
Damage | 110 |
Accuracy | 78 |
Crit Chance | 43% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 78 |
Crit Chance | 39% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +7% |
Acid | +23% |
Nature | +28% |
Physical | +8% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Darkness | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 35 (38.594633868923%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 16 |
Mental Save | 41 |
Defense: Resistances
Acid | + 9%( 70%) |
Physical | + 6%( 70%) |
Cold | + 9%( 70%) |
All | + 3%( 70%) |
Darkness | + 48%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 21%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 83% |
Bleed Resistance | 50% |
Confusion Resistance | 20% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 27.9 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 29%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by shivgoroth. Escort: repented thief (level 3 of Norgos Lair) | failed |
You failed to protect the repented thief from death by warg. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 216. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within12 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +6 Dex dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Resists +20% darkness +6% cold Stealth +10 Confus- +20% Stun/Frz- +10% Teleport- +10% ---------- misc Light +1 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Rare] Master Power 51.0 - 61.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +14.0% Capacity 44 Proj.spd +200% Ranged+ +20 light While equipped: ---------- misc Reload +6 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +12% mind Res.pen +10% all Acc +15 (+3 eff.) Apr +10 Melee Ret 4 mind ----- def ----- Resists +3% physical Mind.save +12 (+4 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +12 Cun +4 Wil dps ---------- Mind.crit +4% Dmg.mod +20% nature ----- def ----- Defense +3 (+1 eff.) Resists +6% lightning +12% fire +30% nature ---------- misc Psi/ret +0.12 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +30 (+8 eff.) Acc +9 (+2 eff.) Apr +5 ----- def ----- Armour +15 Fatigue +5% Resists +6% fire Phys.save +9 (+5 eff.) Mind.save +9 (+3 eff.) Disarm- +38% ---------- misc See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Dmg.mod +6% nature ----- def ----- Defense +30 (+7 eff.) Fatigue -6% Resists +11% nature Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- HP.reg +5.00 Stun/Frz- +28% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +13% Cut- +50% Stun/Frz- +22% Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 70.14 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Acc +30 (+6 eff.) Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +10 Defense +9 (+3 eff.) Phys.save +16 (+7 eff.) ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +20 mind +8 acid While equipped: Stats +5 Str dps ---------- Dmg.mod +21% acid +6% physical Acc +7 (+1 eff.) On Hit (Melee): * 10% chance to reduce armor by 22% * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% acid Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +20 (+4 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +42.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T4 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 6 darkness ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +16% darkness +14% temporal Def/telep +16 Res/telep +22% Dur/telep +12% Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +4 Wil +3 Con dps ---------- Res.pen +10% blight Phasing +10% Melee Ret 6 arcane ----- def ----- Phys.save +9 (+5 eff.) Max.HP +45.00 HP.reg +2.00 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +6 Dex +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Resists +12% temporal Phys.save +6 (+3 eff.) Max.HP +36.00 HP.reg +3.00 Pinning- +25% Knockbk- +22% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +4 (+1 eff.) Resists +20% acid Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% physical ----- def ----- Defense +6 (+2 eff.) Resists +10% physical Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+5 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +7 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +2 Mag +10 Cun +4 Con dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +6% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +5% all ----- def ----- Max.HP +26.00 Disarm- +25% Pinning- +26% Knockbk- +26% Rings make your fingers look great! |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Res.pen +7% physical Acc +8 (+2 eff.) Apr +7 One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Nature Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +3 Mag +4 Wil +3 Cun +3 Con Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +2% Melee+ 8 fire 4 mind 7 darkness Dmg.mod +8% fire +5% mind +4% darkness Res.pen +8% fire ----- def ----- Resists +8% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 shot ammo [Rare] Nature Power 30.5 - 36.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +8 lightning +16 mind On Crit.r2 +8 lightning On Hit: * 20% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 24 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 46.37 to 57.96 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +8% Spell.pwr +20 (+10 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +2% physical +15% mind +11% all Spell.save +12 (+8 eff.) Max.HP +40.00 Heal.mod +10% Confus- +20% Stun/Frz- +10% ---------- misc Mana/turn +0.19 Max.mana +70.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +13% blight +11% all Max.HP +52.00 HP.reg +2.10 Heal.mod +10% ---------- misc Mana/turn +0.15 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +5% blight +11% all Max.HP +46.00 HP.reg +2.40 Heal.mod +13% Poison- +20% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +12% acid +6% physical +15% fire +13% cold ----- def ----- Resists +13% acid +13% physical +14% fire +10% cold +13% all Spell.save +23 (+13 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Mind.crit +4% Mind.pwr +19 (+8 eff.) S.pwr/crit +8 Dmg.mod +6% blight +22% temporal +18% mind +19% cold Res.pen +17% mind Melee Ret 6 blight ----- def ----- Resists +28% cold +22% temporal +15% all Mind.save +3 (+1 eff.) ---------- misc Psi/turn +0.72 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.85 to 134.56 lightning damage (89.71 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Master/Psionic While equipped: Stats +7 Str +5 Cun +3 Wil ----- def ----- Armour +11 Fatigue +22% Resists +12% darkness +9% physical Mind.save +11 (+3 eff.) ---------- misc Light +2 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +9% lightning +7% fire +3% nature +5% cold Heal.mod +5% Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +44.00 ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Light +3 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% darkness +5% light On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +10% cold +3% mind +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+4 eff.) Mind.save +16 (+5 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 Spell.save +9 (+6 eff.) ---------- misc Hate/m.crit +4.00 Max.vim +10.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 66% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Dmg.mod +12% nature +27% fire Res.pen +15% mind +20% fire Apr +8 Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Fatigue +3% Resists +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex +1 Con dps ---------- Acc +7 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +2 Resists +6% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -20.00 life Disarm- +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +25 (+10 eff.) Melee+ 7 blight Dmg.mod +4% blight Acc +7 (+1 eff.) ----- def ----- Armour +6 Resists +7% blight Crit.chn- 5.00% Phys.save +6 (+3 eff.) Mind.save +13 (+4 eff.) Max.HP +42.00 Disarm- +27% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 12 fire On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Resists +1% physical +6% fire +6% nature +3% darkness ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +25 (+13 eff.) Melee Ret 4 fire ----- def ----- Max.HP +43.00 ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +3% nature +6% mind Res.pen +20% mind +5% acid ----- def ----- Resists +6% mind Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 82 power out of 100/100 The very essence of bearness! |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 82 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Mag dps ---------- Res.pen +15% arcane ---------- misc See.Invis +9 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +6 Dex dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) ---------- misc Max.stam +30.00 Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Gitrra the Halfling Rogue level 30
15th Dusk 123rd year of Ascendancy at 00:16 see stats
By Gitrra the Halfling Rogue level 20
56th Regrowth 123rd year of Ascendancy at 14:56 see stats
By Gitrra the Halfling Rogue level 13
52nd Haze 122nd year of Ascendancy at 07:00 see stats
By Gitrra the Halfling Rogue level 32
55th Dusk 123rd year of Ascendancy at 08:24 see stats
By Gitrra the Halfling Rogue level 13
45th Dusk 122nd year of Ascendancy at 00:16 see stats
By Gitrra the Halfling Rogue level 31
38th Dusk 123rd year of Ascendancy at 23:24 see stats
By Gitrra the Halfling Rogue level 18
4th Decay 122nd year of Ascendancy at 23:34 see stats
By Gitrra the Halfling Rogue level 30
26th Dusk 123rd year of Ascendancy at 13:46 see stats
By Gitrra the Halfling Rogue level 17
62nd Haze 122nd year of Ascendancy at 23:51 see stats
By Gitrra the Halfling Rogue level 10
9th Dusk 122nd year of Ascendancy at 04:32 see stats
By Gitrra the Halfling Rogue level 20
50th Regrowth 123rd year of Ascendancy at 17:26 see stats
By Gitrra the Halfling Rogue level 30
12nd Dusk 123rd year of Ascendancy at 07:21 see stats
By Gitrra the Halfling Rogue level 19
9th Regrowth 123rd year of Ascendancy at 17:59 see stats
By Gitrra the Halfling Rogue level 27
71st Pyre 123rd year of Ascendancy at 17:59 see stats
By Gitrra the Halfling Rogue level 25
60th Pyre 123rd year of Ascendancy at 05:53 see stats
By Gitrra the Halfling Rogue level 33
72nd Dusk 123rd year of Ascendancy at 00:34 see stats
By Gitrra the Halfling Rogue level 5
1st Mirth 122nd year of Ascendancy at 12:56 see stats
By Gitrra the Halfling Rogue level 20
56th Regrowth 123rd year of Ascendancy at 14:56 see stats
By Gitrra the Halfling Rogue level 21
15th Pyre 123rd year of Ascendancy at 09:28 see stats
By Gitrra the Halfling Rogue level 12
24th Dusk 122nd year of Ascendancy at 17:34 see stats
By Gitrra the Halfling Rogue level 20
14th Pyre 123rd year of Ascendancy at 12:45 see stats
By Gitrra the Halfling Rogue level 31
54th Dusk 123rd year of Ascendancy at 04:33 see stats
By Gitrra the Halfling Rogue level 19
30th Regrowth 123rd year of Ascendancy at 17:00 see stats
By Gitrra the Halfling Rogue level 7
9th Mirth 122nd year of Ascendancy at 07:51 see stats
Log
Deadly Poison from Gitrra hits Skeleton warrior for 85 nature damage.
Deadly Poison from Gitrra hits Vampire for 12 nature damage.
Deadly Poison from Gitrra hits Master vampire for 13 nature damage.
Deadly Poison from Gitrra hits Elder vampire for 12 nature damage.
Deadly Poison from Gitrra hits Skeleton magus for 29 nature damage.
Deadly Poison from Gitrra hits Ghoul for 102 nature damage.
Deadly Poison from Gitrra hits Elder vampire for 12 nature damage.
Deadly Poison from Gitrra hits Skeleton warrior for 42 nature damage.
Deadly Poison from Gitrra hits Vampire for 24 nature damage.
Deadly Poison from Gitrra hits Lesser vampire for 27 nature damage.
Deadly Poison from Gitrra hits Master vampire for 54 nature damage.
Deadly Poison from Gitrra hits Armoured skeleton warrior for (75 absorbed), 0 nature (0 total damage).
Deadly Poison from Gitrra hits Master vampire for 24 nature damage.
Deadly Poison from Gitrra hits Skeleton magus for 59 nature damage.
Deadly Poison from Gitrra hits Degenerated skeleton archer for 42 nature damage.
Deadly Poison from Gitrra hits Vampire lord for (12 absorbed), 0 nature (0 total damage).
Deadly Poison from Gitrra hits Skeleton warrior for 42 nature damage.
Deadly Poison from Gitrra hits Skeleton warrior for 42 nature damage.
Deadly Poison from Gitrra hits Vampire for 24 nature damage.
Deadly Poison from Gitrra hits Master vampire for 12 nature damage.
Deadly Poison from Gitrra hits Vampire lord for (7 absorbed), 4 nature (4 total damage).
Deadly Poison from Gitrra hits Elder vampire for (12 ignored), 0 nature (0 total damage).
Deadly Poison from Gitrra hits Master vampire for 12 nature damage.
Deadly Poison from Gitrra hits Dreadmaster for 29 nature damage.
Deadly Poison from Gitrra hits Skeleton magus for (13 absorbed), 16 nature (16 total damage).
Deadly Poison from Gitrra hits Skeleton master archer for (85 absorbed), 0 nature (0 total damage).
Deadly Poison from Gitrra hits Master vampire for 48 nature damage.
Deadly Poison from Gitrra hits Skeleton warrior for 85 nature damage.
Deadly Poison from Gitrra hits Ghoul for 83 nature damage.
Gitrra the level 33 halfling rogue was seared to death by an elder vampire on level 8 of Dreadfell.